Setup

Example of how to setup a new game.

Place the Entrance Tile in the center of the table.

Shuffle the deck and hand each player 4 Tiles. Each player also picks a color and receives all its Pawns.

Finally, place 4 Tiles faceup next to the deck: this is the market.

Objective

As soon as only 1 player remains who has pawns, that player takes the final turn of the game.

Otherwise, the game ends immediately as soon as the market is empty (and can’t be refilled).

Everybody scores their claimed attractions. Highest score wins!

Gameplay

From start player, take clockwise turns until done.

Each turn has three simple steps (in this order): PLAY, CLAIM, DRAW.

Play

You must play 2 dominoes (if possible). They must be placed separated ( = not connected to each other).

The placement rules are …

Example of how to do your turn: play 2 dominoes, separated, following path matching rules.

Claim

Example of how to claim a Scorable Item (after your turn).

You may claim a “scorable item” on a domino (see scoring) by placing your Pawn on it.

Everything can only be claimed once.

When you place your final Pawn, you stay in the game. On subsequent turns, however, you only play 1 domino, and don’t refill your hand.

Draw

Finally, draw tiles from the market until you have 4 hand tiles again. Refill the market (from deck) after each draw.

Scoring

In these rules, nearby refers to all 8 neighbors (horizontally, vertically, diagonally).

Tiles come in 4 varieties.

Examples of all different elements on tiles and how they score.

As you see, only Attractions and Stalls are “scorable items”. They might have requirements (text starting with “If”): if not met, they don’t score anything.

Finally, some deadend paths have a special icon: tunnel. It connects to any other tunnel.

Below are all (special) tiles that can appear in the base game.

Upgrades

Played the base game and ready for more? Or want to tweak it a little to fit your group? Check out these variants and expansions!

Variant: Shared Spaces

This variant creates more cooperation towards building high-scoring attractions. It was kept out of the base game to simplify that.

Other ways to create a “friendlier” game of Theme Parque are …

If you want to make the game even harder, though, add these rules.

Rollercooper

This expansion allows playing the game completely cooperatively! You win or lose together.

During setup,

At the start of each round ( = it’s the start player’s turn again), reveal the next Event.

There are two types of challenges:

If you reach the end of the game, and you have no uncompleted events, you beat the game! Otherwise, sum the score on all cards you completed. Higher score is better.

Finally, some clarifications on terms used in the events.

Wishneyland Parki

This adds a few more attractions, decoration and stalls. These are the “simpler” additions to the game, with one-liner rules and often no special requirements.

Unibearsal Honeyos

This adds a few more attractions, decoration and stalls. These are the slightly “harder” additions to the game, which often score in very unique ways or have strict requirements before scoring.

Raging Rollercoasters

This adds rollercoasters to the game! Rollercoasters are attractions that must be created from multiple parts.

The possible rollercoaster parts are: Station, Straight, Bend, Tunnel.

Example of how to build a rollercoaster and how to score one.

A rollercoaster only scores points if it has at least one station and it is a loop (it returns where it started).

Rollercoaster Score = “Length of rollercoaster” x “Length of queue”